That has a different compression from the pc version I believe? I would love to do that though, would make it much easier than making an animation like this. But its fine though.

Is there a way to cheat the system on this one by maybe importing it and exporting it through some animation software, or at least have a way of using the original animation as a guide?

It's the same reason we can't import collision files. They're havok specific files for the xbox 360 only, not readable by the PC sdk. Unless you got 50k dollars to spare for a full license, you're gonna have to use your imagination.

That has a different compression from the pc version I believe? I would love to do that though, would make it much easier than making an animation like this. But its fine though.

Is there a way to cheat the system on this one by maybe importing it and exporting it through some animation software, or at least have a way of using the original animation as a guide?

It's the same reason we can't import collision files. They're havok specific files for the xbox 360 only, not readable by the PC sdk. Unless you got 50k dollars to spare for a full license, you're gonna have to use your imagination.

There's Xbox SDK lying around the internet from what I've seen :V Don't know how much use it would be though.

There's Xbox SDK lying around the internet from what I've seen :V Don't know how much use it would be though.

Microsoft's Xbox 360 SDK != Havok SDK. The Havok SDK (EDIT: The commercial one, which has access to read havok file platforms outside the PC, including the 360 files which is what BOTH versions of Unleashed "HD" use, curiously) would be able to dismantle/convert/do anything to Xbox 360 platform .HKX files. Currently there's no way to convert .hkx files to PC platform HKX files (or even .XML which could be converted to PC platform .hkx), so this brings up an issue. It's the main reason we (k fine Dario and Damizean) put so much research into HKX files (generating them and making them work with Generations gameplay); we simply have no other options other than making our own collision and animations! :v

On the bright side, we ended up learning more about how to make custom collision, physics, and animations, which is a good thing if we want to ever see custom levels get pumped out. Which is ENTIRELY possible and is in the process of being worked on, for all you "oh Generations is too complex to be properly modded" pessimists ;P Had we not come to this issue with HKX files and had to actually learn stuff, that might actually be true.

Also model files are being worked on being cracked; at the time of writing around 90-98% of the terrain-model and terrain-instanceinfo formats have been cracked.... We're very close, believe me.

I have a nice animation I want to use for this, but using it makes it play super slow. I need to find a way to increase the animation playback for this. So I went and used a nerfed version of my animation which is 8 frames instead of 42. But at least it shows that this could be done, the reason its stiff is because I don't want Sonic derping up with jaggedness moving his quills and arms so fast with a few frames. I'll hopefully find it in Sonic.xml, relating to the frame playback speed, unless its dependent on the animation export itself?

I didn't hate the the way he drifted in Unleashed. It's just that Unleashed had a shitty drift that Generations fixed. So since this is just Generations drifting with Unleashed animation I approve.

EDIT: What is the problem with the Mazuri ground again?

I'm not sure if it's a problem with uv mapping or those textures are supposed to fade in the borders. Also there's no instancing done yet for the grass, so those dark patches at the side there should be animated grass. All we have to do in theory is recreate the animation hkx for the instancing to work properly.

Wait... Is that a street light or a trash can. Looks like a trash can to me

It's a static lamp post replaced by a teapot. Thanks to a lot of help from Darkspines with the format I've been able to figure out most of the rest of it. Now I only have left to work on getting normals, uvs, grouping files... woot much work ahead. This is the first test I did that didn't crash at least!